Learning Design : A Handbook on Modelling and Delivering Networked Education and Training
Put together contributions from members of the "Valkenburg Group", consisting of 33 experts deeply involved in e-learning and more specifically learning design. The result is a rich and lasting source of information for both e-learning course and tool developers, providing information about the specification itself, how to implement it in practice, what tools to use, and what pitfalls to avoid. The book not only reports first experiences, but also goes beyond the current state of the art by looking at future prospects and emerging applications.
Knowledge Processing with Interval and Soft Computing
In particular, these chapters cover computing techniques for interval linear systems of equations, interval matrix singular-value decomposition, interval function approximation, and decision making with statistical and graph-based data processing. To enable these applications, the book presents a standards-based object-oriented interval computing environment in C++.
Computable Models of the Law : Languages, Dialogues, Games, Ontologies
This book originate from a workshop held at the European University Institute of Florence, Italy, in December 2006. The workshop was devoted to the discussion of the different ways of understanding and explaining contemporary law, for the purpose of building computable models of it -- especially models enabling the development of computer applications for the legal domain.
Changing Television Environments ; 6th European Conference, EUROITV 2008, Salzburg, Austria, July 3-4, 2008 Proceedings
This book constitutes the refereed proceedings of the 6th European Conference on Interactive Television, EuroITV 2008, held in Salzburg, Austria, in July 2008.
Certification and security in inter-organizational E-services ; IFIP 18th World Computer Congress, August 22-27, 2004, Toulouse, France
This collection of papers offers real-life application experiences, research results and methodological proposals of direct interest to systems experts and users in governmental, industrial and academic communities. This book also documents several important developments. The uptake of distributed computational infrastructure oriented to service provision, like Web-Services and Grid, is making C&S even more important. E-services based on legacy systems managed by autonomous and independent organizations, a common situation in the public administration sector, increase overall complexity. The increased presence and use of e-service IT-infrastructures depends on the critical ability required for all security issues, from the basic (availability, authentication, integrity, confidentiality) to the more complex (e.g. authorization, non-repudiation).
Building XNA 2.0 Games : A Practical Guide for Independent Game Development
Building XNA 2.0 Games: A Practical Guide for Independent Game Development is written by James Silva, who recently won the prestigious Microsoft Dream Build Play game competition with his award–winning game, The Dishwasher: Dead Samurai. Building XNA 2.0 Games: A Practical Guide for Independent Game Development is an in–depth and exclusive look into the entire XNA game development process and includes the creation of a software game masterpiece. James Silva guides you through the process he took to build his award–winning title, from concept to reality. He reveals tips and techniques for creating a polished, high–quality game with very few resources, while bridging the gap between coding and art.
Beginning Python : From novice to professional
Ten different projects illustrate the concepts introduced in the book. You will learn how to create a P2P file-sharing application and a web-based bulletin board, and how to remotely edit web-based documents and create games. Author Magnus Lie Hetland is an authority on Python and previously authored Practical Python. He also authored the popular online guide, Instant Python Hacking, on which both books are base
Beginning PyQt : A hands-on approach to GUI programming with PyQt6
Learn GUI application development from the ground up by building simple projects that teach the fundamentals of using PyQt6. This 2nd edition includes updated code, programs, and new chapters to get you started using the newest version. Taking a practical approach, each chapter will gradually teach more advanced and diverse concepts to aid you in designing and customizing interesting and professional applications. Using this knowledge, you’ll be able to build a photo editor, games, a text editor, a working web browser, and an assortment of other GUIs. In the end, this book will guide you through the process of creating UIs to help you bring your own ideas to life. Find out what you need to begin making your own applications with PyQt! You will: Develop cross-platform UIs with PyQt and Python / Use PyQt’s many widgets and apply them by building real applications / Build larger applications through a step-by-step approach and break the code into smaller chunks for deeper understanding / Work with more complex applications in PyQt, covering SQL databases, multithreading, web browsers, and more / Create modern-looking UIs with Qt Quick and QtQml using the latest version of PyQt
Beginning J2ME : From novice to professional
Have you thought about building games for your cell phone or other wireless devices? Whether you are a first–time wireless Java developer, or an experienced professional Beginning J2ME, Third Edition brings exciting wireless and mobile Java application development right to your door! This book will empower you with numerous topics: sound HTTPS support, user interface API enhancements, sound/music API, a Game API, 3D graphics, and Bluetooth. Further, this book is easy to read and includes many practical, hands–on, and ready–to–use code examples. You will not be disappointed.
Beginning Game Development with Python and Pygame : From novice to professional
Beginning Game Development with Python and Pygame is written with the budding game developer in mind, introducing games development through the Python programming language and the popular Pygame games development library. You'll be privy to insights that will not only help you to exploit Pygame to its maximum potential, but also make you a more creative and knowledgeable games developer all round.
Beginning game development with Godot : Learn to create and publish your first 2D platform game
Learn the fundamentals of Godot by diving headfirst into creating a 2D platformer from scratch. This book is a hands-on, practical guide to developing 2D games using the Godot Engine 3.2.3/3.3, with the help of GDScript. You will: Understand the Godot engine and the benefits of using it for game development Master the fundamentals of programming in GDScript Use the Godot graphical interface to design and animate players, the game world, menus, and various games scenes Create your first 2D game in Godot and publish it to various platforms
Axiom of Choice
AC, the axiom of choice, because of its non-constructive character, is the most controversial mathematical axiom, shunned by some, used indiscriminately by others. This treatise shows paradigmatically that:Disasters happen without AC: Many fundamental mathematical results fail (being equivalent in ZF to AC or to some weak form of AC).Disasters happen with AC: Many undesirable mathematical monsters are being created (e.g., non measurable sets and undeterminate games).Illuminating examples are drawn from diverse areas of mathematics, particularly from general topology, but also from algebra, order theory, elementary analysis, measure theory, game theory, and graph theory.
Autonomous vehicles technological trends
The automotive industry has always been synonymous with research and innovation, but nowadays the industry is adding pressure and is establishing the agenda of the researchers from the field. Visions have been provided, and the hardware and the software exist; the only question remaining is: “who is going to deliver”? To answer this question, we encouraged scientists, researchers, industry specialists, and academics to share their vision of autonomous vehicles. What will the platform look like? What kind of hardware and software is most suitable? Who will make the connection between these two interdependent environments (and how), so that in the end the AI will define the process? These are the pressing issues of the current moment, and this Special Issue will help all those interested in the topic to promote their vision and ideas.
Automata, languages and programming ; Vol. 4052 : 33rd International Colloquium, ICALP 2006, Venice, Italy, July 10-14, 2006, Proceedings, Part II
a series of annual conferences of the European Association for Theoretical Computer Science (EATCS) which frsttookplacein 1972.Thisyear,. ICALP 2006 consisted of four invited lectures and the contributed papers. This volume of the proceedings contains all contributed papers presented at the conference in Track A, together with the paper by the invited speaker Noga Alon , A companion volume contains all contributed papers presented inTrack Band TrackCtogetherwiththepapersbytheinvited speakers Cynthia Dwork (Microsoft Research, USA) and Prakash Panangaden (Mc Gill University, Canada). The programhad an additional invited lecture by Simon Peyton Jones (Microsoft Research, UK), which does not appear in the proceedings.
Automata, languages and programming ; Vol. 4051 : 33rd International Colloquium, ICALP 2006, Venice, Italy, July 10-14, 2006, Proceedings, Part I
ICALP is a series of annual conferences of the European Association for Theoretical Computer Science (EATCS) which frsttookplacein1972 .Thisyear, ICALP 2006 consisted of four invited lectures and the contributed papers. This volume of the proceedings contains all contributed papers presented at the conference in Track A, together with the paper by the invited speaker Noga Alon (Tel Aviv University, Israel). A companion volume contains all contributed paper spresentedinTrackBandTrackCtogetherwiththepapersbytheinvited speakers Cynthia Dwork (Microsoft Research, USA) and Prakash Panangaden (Mc Gill University, Canada).
Automata, languages and programming ; Vol. 3580 ; 32nd International Colloquim, ICALP 2005, Lisbon, Portugal, July 11-15, 2005, Proceedings
This book constitutes the refereed proceedings of 32nd International Colloquium on Automata, Languages and Programming ICALP 2005, Lisbon, Portugal, July 11-15, 2005. including Topics Computer Science, general Mathematical Logic and Foundations Theory of Computation Software Engineering/Programming and Operating Systems Data Structures and Information Theory Data Structures
Automata, languages and programming ; 35th International Colloquium, ICALP 2008, Reykjavik, Iceland, July 7-11, 2008, Proceedings, Part II
The two-volume set LNCS 5125 and LNCS 5126 constitutes the refereed proceedings of the 35th International Colloquium on Automata, Languages and Programming, ICALP 2008, held in Reykjavik, Iceland, in July 2008.
Automata, Languages and Programming ; 35th International Colloquium, ICALP 2008, Reykjavik, Iceland, July 7-11, 2008, Proceedings, Part I
The two-volume set LNCS 5125 and LNCS 5126 constitutes the refereed proceedings of the 35th International Colloquium on Automata, Languages and Programming, ICALP 2008, held in Reykjavik, Iceland, in July 2008.
Automata, languages and programming ; 34th International Colloquium, ICALP 2007, Wroclaw, Poland, July 9-13, 2007, Proceedings
This volume presented three major tracks covering algorithms, automata, complexity, and games
Artificial neural networks : Formal Models and Their Applications – ICANN 2005 ; 15th International Conference, Warsaw, Poland, September 11-15, 2005, Proceedings, Part II
The second volume contains 162 contributions related to Formal Models and their Applications and deals with new neural network models, supervised learning algorithms, ensemble-based learning, unsupervised learning, recurent neural networks, reinforcement learning, bayesian approaches to learning, learning theory, artificial neural networks for system modeling, decision making, optimalization and control, knowledge extraction from neural networks, temporal data analysis, prediction and forecasting, support vector machines and kernel-based methods, soft computing methods for data representation, analysis and processing, data fusion for industrial, medical and environmental applications, non-linear predictive models for speech processing, intelligent multimedia and semantics, applications to natural language processing, various applications, computational intelligence in games, and issues in hardware implementation.



















